Applying user-centered design to mobile application development

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Applying
User-Centered
to Mobile Application
Design Development
Two case studies demonstrate the need for mobile usability testing methods
given the challenges of the mobile software market.

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igia was among the first
companies to develop
third-party software
applications that can be
installed in Symbian smart
phones by service providers
or end users [3]. In 2001,
Digia was searching for new
product ideas for the nascent smart phone
market. At the same time, the User Experience (UE) Group
was established in the company and we began to work
together with software engineers to transform product ideas
into final products. The first product we worked on was the
navigation software for Nokia Communicators known as
Genimap Navigator, which utilized a Global Positioning
System connection and a map database on a network server.
By E E VA K A N G A S and
Illustration by Lisa Haney

TIMO KINNUNEN

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55

hen mobile phones started to
include cameras and Multimedia
Messaging (MMS) capabilities,
we discovered in a Contextual
Design (CD) study [1] that users would also like to
edit the images on their mobile phones. For example,
they would prefer to send their digital images via
MMS rather than using another method. The second
product we designed was an application called ImagePlus, where users can, for example, add a text balloon
with a message to the picture and send it directly from
their mobile phones.
In this article, we discuss the User-Centered
Design (UCD) process we used for the Genimap
Navigator and ImagePlus products (see Figure 1).
Genimap Navigator is presented here due to its
mobile context of use and ImagePlus due to its direct
manipulation interaction that was new to the phones
at the time it was introduced. Both products have
been adopted by the market. Genimap Navigator was
licensed by Genimap, which is selling and distributing the product under its own brand. ImagePlus is
licensed by several mobile phone manufacturers and
also sold directly to end users via the Web.
For each project we used a slightly different
process (see Figures 2 and 3). For Genimap Navigator, technology development was performed first
and UCD came to the process after the concept and
initial requirements were already determined by
product management and the customer. In the
ImagePlus development process, we were able to
start at an early phase making a Contextual Inquiry
(CI) study on end-user needs before setting the
product targets and requirements. Both projects had
major time and cost constraints, which affected the
selection of the methods and the willingness to
make changes, based on the usability recommendations. These projects were the first UCD projects in
the company, so we sometimes faced organizational
resistance against our usability design activities. We
use these two examples to examine what worked,
what did not work, and what we would do differently in retrospect.

W

CASE 1: GENIMAP NAVIGATOR
echnology development for the Genimap Navigator started several months
before Digia’s UE group was established and brought into the project.
Product management had set the high-level requirements with the customer (licensee) and technological
partners. There was no chance to conduct any user
needs study. We were expected to create the user
interface (UI) specification for a pilot product run-

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July 2005/Vol. 48, No. 7 COMMUNICATIONS OF THE ACM

ning on the Communicator. This pilot product
would be used by the customer organization and field
test users before committing to a commercial product.
Since the pilot implementation project had
already started, we had to create the UI specifications as quickly as possible. To guide our designs, we
had feature requirements from the customer and the
UI style guide for the Nokia Communicator. We
decided to have a three-day UI design workshop
with engineers and make a quick paper prototype
test with co-workers at the office. The design
seemed to work for co-workers so we documented it
in the UI specification document. This design was
not completely followed by the project engineers
because they had already started implementation
while we were still working on the document.
At this point, our feeling was that we and our customer did not know enough about the real needs of
the end users. We decided to use pilot testing to get
real user-needs data. After the pilot product was
ready for testing, 20 participants used the pilot version for three weeks and kept a diary of their experiences [7]. After the test period, the diaries were
analyzed and our usability specialist interviewed the
users. This provided us with the facts about the
importance of the features during actual use as well
as the usability problems in the product.
The pilot study revealed the needs that arise from
the mobile context of use were not supported by the
product. For example, Genimap Navigator has a
“yellow pages” service search for locating services
based on a text string. In the pilot test we discovered
that users wanted to know about the location of the
nearest taxi station, but the service search provided
the location of the taxi owner’s home or office. The
service was not context-aware at all. It was also discovered that the limited context of services was one
of the main reasons why users considered the services not useful. Information and service needs vary,
not only according to the location but also according the user and the usage situation [6].
Based on the pilot test results, we revised the UI of
the commercial version. We provided access to the
three most frequently used features from the application command buttons, and moved the less-used features to the menu, since we were not able to convince
the customer to omit them. To confirm the design
changes, we conducted a one-day paper prototype
test with three end users. We also reported the service-related usability problems to the customer.
Finally, when the commercial version was completed and delivered to customer, we organized a
usability test with the real product to get feedback

Figure 1. Genimap
for potential future product verNavigator and
sions. Again, we did not have a
ImagePlus.
large budget for an as-yet unclear
business case, so the test was conducted in a laboratory setting, not in mobile environment. The usability test revealed several
problems in the product, but improvement recommendations were too late for the delivered product.

CASE 2: IMAGEPLUS
arallel with the Genimap Navigator
development we convinced company
management there is a process very
suitable for undertaking front-end
research for product ideas. We conducted a twomonth CD study, in which eight persons from UE,
engineering, and marketing participated. The study
focused on mobile messaging among professionals
and teenagers and included both CI and concept
design for several applications.
One of the concepts from the study was an integrated image or multimedia message editor in the
phone. The visual and emotional communication
between teenagers prompted this idea. When the
first Series 60 camera phone with MMS (the Nokia
7650 model) was introduced, it did not have image
editing capabilities, so the company considered the
concept an idea worth developing.
In addition to inquiry findings, we examined various PC image editing software to gain more understanding of the features and interaction. We easily

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created a long feature list by compiling the basic
image editing features of the PC software. Then we
focused on designing the basic user interaction using
the Series 60 UI style. We decided to apply the direct
manipulation concept of a PC-based mouse to the
phone’s joystick key. We tested the design proposal
with a paper prototype and iterated the basic menu
structure and editing tool selection to improve the
UI. After the paper prototype test we documented
the functional and UI specification using User Environment Design (UED) notation [1], which also
included interaction design proposals for all the
required features.
Project management used the UED overview to
estimate implementation effort for each feature.
Business and time-to-market calculations required
that the project was completed within half a year,
therefore we had to eliminate some features. Based
on the findings of the earlier CD study, we decided
to create a simple PowerPoint-like application for
informal multimedia messaging rather than a fullfeatured Photoshop-like application for serious
image editing.
We defined usability requirements for the main
tasks and used these to create a usability verification
plan. Due to the small budget, we decided not to
develop a UI prototype for usability verification, but
instead used the actual software implemented in
each increment. During the development period, the
UE team concentrated on refining the interaction
details especially for direct manipulation tasks—

The most important aspect of the design
process is to provide the user with the real usage context.
For mobile phones this means users need to be able to touch the
buttons and see software that feels like it is actually working.
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57

Technological
research

Initial feature
requirements

UI design workshop and
paper prototype testing

Pilot field test
and diary study

UI design revision and
paper prototype test

Implementation
of commercial
version

Pilot
implementation
Final usability

test
we only use the contextual
resizing, rotating, or moving—of inserted icons, text been extremely small,
boxes, and frames. Soon we noticed that interaction paper prototype tests in the specification phase of
copied from the PC mouse did not work with the the project to get the necessary insight on user
needs. Users
areprocess.
interviewed in the beginning of the
phone’s joystick. One of the
project
engineersNavigator
Figure
2. Genimap
design
invented a better way for resizing and rotating, session before presenting the prototype and when
going through the
which proved to be sucmock-up, test tasks are
cessful in usability tests.
Initial feature
UI design workshop and
Pilot
created based on the
We organized two Technological
research
requirements
paper prototype testing
implementation
interview. Hurst calls
usability test rounds that
this method of getting
caused several change
Implementation
Pilot field test
UI design revision and
Final usability
of
commercial
the test tasks from users
requests to bring direct and
paper prototype test
test
diary study
version
a listening lab [4].
manipulation to the
required usability level. A
Realistic UI protolot of effort and iterations were required to get a Figure 2. Genimap Navigator
types for mobile applidesign process.
what-you-see-is-what-you-get experienceCompetitor
when
cre- fig 2 (7/05)
cations. With both
Kangas
Contextual
UI design and
Usability
product
ating a cartoon-like text box design
on
top
of
the
image.
It
Genimap
Navigator and
paper prototype testing
requirements
study
analysis
was also determined by Ketola that many rounds of ImagePlus, paper prototyping helped to get end-user
iteration are often needed to get the UI details
feedback before anything was implemented. It was
Usabilityright
tests
Software
Change
product
in mobile phone design [8]. Implementation
In addition, with
oneearly
of
our
easyrequests
to add and remove features—even halfway
versions
competitors launched their product before us, and through a test. It is a method that every interaction
we were able to reuse one interaction idea that made designer at Digia uses when designing the first prodirect manipulation finally acceptable. The project posal of a new software application before writing
3. ImagePlus
design
process.
was completed three months laterFigure
than the
initial the
UI specifications.
When the application is simschedule. This delay was
ple and interaction is
caused by both a lack
based on standard UI
Competitor
Contextual
UI design and
Usability
of engineering resources design
style components, a
product
study
paper prototype testing
requirements
analysis
and the change requests
paper prototype test is a
from the usability tests.
sufficient method for
Usability tests
Software
Change
with
early
product
verifying usability before
Implementation
requests
versions
the actual implementaLESSONS LEARNED
tion. However, whenever
he
Genwe create new, more
imap Navisophisticated interaction
gator and ImagePlus projects taught Figure 3. ImagePlus
process.
Kangas
3 (7/05)
without a clear design
us a lot about how to apply
UCDfigdesign
within tight budgets and schedules. After the proj- reference, such as map zooming in Genimap Naviects, we developed our software engineering process gator or direct manipulation in ImagePlus, a more
so that we could apply UCD more effectively to the realistic UI prototype is needed.
In the ImagePlus project we were able to iterate
upcoming projects. Here, we discuss the UCD activities we consider especially useful in mobile applica- the UI details by making the changes to the actual
code. Even though the final usability of the product
tion development.
Focused CI studies. Even though ImagePlus is a was good, the constant change requests caused
successful product, we have not used such large CI delays and frustration in the project. We have not
studies in every development project. For a small calculated the money spent on iterations, but our
company or customer, it seems quite challenging to current understanding is that we should find the
invest in user-needs research, since the budget is usability problems in interaction design earlier—
often planned to cover only the implementation before the implementation—to avoid unnecessary
costs. If we have had a design case where we lack change requests. In PC and Web environments, UI
user-needs understanding, we have made a focused prototypes can be created and quickly modified with
CI study by two or three UE designers instead of a current tools parallel to specification work. PC
large user needs study conducted by a cross-organi- demos can also be created for mobile applications
zational team. We have conducted the study in a faster and with less effort than actual coding in the
light way, interviewing only 6–8 people and analyz- phone, but they cannot be used very well for getting
ing the data by creating affinity diagram, sequence the real feeling from the keypad and display interacmodels, and personas [2]. Often when a budget has tion. PC demos are more useful for visual UI testing,
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July 2005/Vol. 48, No. 7 COMMUNICATIONS OF THE ACM

or when testing devices involving stylus interaction.
After ImagePlus we made a UI prototype for one
project just by “hacking” a demo into the actual phone
with C++ code. The demo focused on the usability
issues identified in paper prototype phase so it did not
include all the features. Even though the development
of the demo took six person-weeks to implement, it
helped us to define the detailed interaction during the
specification phase. Our biggest concern is finding better tools to make quick UI prototypes with less cost
than actual coding. Mobile device manufacturers have
worked in this area as well [9–11].
Usability testing in the mobile context. In the
ImagePlus project, usability testing of the product
was conducted in the meeting room (usability lab)
environment. The tests and results were useful and
suited to this application because the end-user tasks
were not related to a specific mobile context.
For Genimap Navigator, traditional usability tests
were not very useful because simulating the relevant
use cases was not possible in the office. We conducted a large pilot study in the middle of development, which gave us a large amount of information
that was missing at the start. However, a large pilot
study is too expensive and occurs too late to get enduser requirements for the product. The diary
method was good for gathering information about
the usage of the functions, but not very efficient for
gathering the detailed usability issues on the go. We
were missing the important insight from the ongoing tasks that is useful in traditional usability tests.
In future projects that have a mobile context, we will
also include an observational part during field testing. Replacing the video cameras used in a usability
lab with something more portable is one area that
needs to be developed. For example, Isomursu et al.
[5] have studied using camera phones to support
observations in a mobile context.
CONCLUSION

hen designing any product, mobile
or not, good UCD practices help
to ensure the product works. No
feature should be added to the
product only because it is easy and cheap to implement, or because you think it is a good idea. The most
important aspect of the design process is to provide the
user with the real usage context. For mobile phones
this means users need to be able to touch the buttons
and see software that feels like it is actually working.
Paper prototypes are good because they can be used for
verifying the product requirements without any investments in technology or development. They can also be
used in a real context to get a relevant testing environ-

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ment, but they are not sufficient for solving the usability issues of the final product, especially detailed interaction or performance.
We are planning to work on practices that speed
up the construction of realistic prototypes for mobile
phones [12]. This will allow us to test as if we had
the final product, but the prototype can be provided
earlier and less expensively. In addition, methods
and tools for observing and testing in the mobile
context needs to be developed further. Our experience shows that realistic prototypes are even more
important for understanding the detailed requirements of mobile software when compared to traditional software. Even though we have had mobile
phones and other mobile devices for some time,
there will be an increasing number of opportunities
for application developers. We are confident we can
continue to use traditional proven design practices as
we improve them and increase their flexibility for a
more mobile environment. c
References
1. Beyer H. and Holtzblatt, K. Contextual Design: Defining Customer-Centered Systems. Morgan Kaufmann, San Francisco, 1997.
2. Cooper, A. About Face: The Essentials of User Interface Design. Wiley,
NY, 1995.
3. Digia. Programming for the Series 60 Platform and Symbian OS. Symbian Press, Wiley, NY, 2003.
4. Hurst, M. Four words to improve user research. GoodExperience.com,
2003; www.goodexperience.com/blog/archives/000021.php.
5. Isomursu, M., Kuutti, K., Väinämö, S. Experience clip: Method for user
participation and evaluation of mobile concepts. In Proceedings of Participatory Design 2004 (PDC 2004), (July 2004, Toronto, Canada).
6. Kaasinen, E. User need for location aware mobile services. Pers Ubiquit
Compot 7 (2003).
7. Kangas E, Sinisammal J, Paihonen S (2003) Diary as a Usability Testing Method. In C. Stephanidis and J. Jacko, Eds, Human-Computer
Interaction: Theory and Practice (Part I). Proceedings of HCI International 2003 2nd International Conference on Universal Access in HumanComputer Interaction. (June 2003, Crete, Greece). Lawrence Erlbaum
Associates, London, 2003.
8. Ketola, P. Integrating usability with concurrent engineering in mobile
phone development. Doctoral thesis, University of Tampere, 2002.
9. Kiljander, H. User interface prototyping of handportable communicating
products. Licentiate Thesis, Helsinki University of Technology, 1997.
10. Pering, C. Interaction design prototyping of communicator devices:
Towards meeting the hardware-software challenge. Interactions 9, 6
(Nov.–Dec. 2002).
11. Rajatie, S. A rapid simulation tool supporting early user interaction
design of mobile phones. University of Oulu, Department of Information Processing Science, 2002.
12. Tiihonen, V. UI prototyping as a part of smartphone software concept
design and UI specification. Masters Thesis in Information Technology
(Mobile Computing), 2005.

Eeva Kangas ([email protected]) is a team manager and
usability specialist in the User Experience Group in SysOpen Digia’s
Smartphone Business Division in Oulu, Finland.
Timo Kinnunen ([email protected]) is a senior
design manager in the User Experience Group in SysOpen Digia’s
Smartphone Business Division in Oulu, Finland.
Genimap Navigator is a registered trademark of Genimap Oy.
© 2005 ACM 0001-0782/05/0700 $5.00

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